[Bf-cycles] BPT Caustic Samples?

Zauber Paracelsus zauber at gridmail.org
Tue Aug 23 18:54:47 CEST 2016

Okay, are you trying to tell me how to implement it in blender's code or 
something?  Because I was just asking if it was possible.  I won't be 
able to implement it myself, as my current knowledge of C++ is only 
sufficient to make minor tweaks.

On 08/23/2016 12:33 PM, Mohamed Sakr wrote:
> I know what do you mean, you want a sampling for caustics only, let's 
> see how caustics are created:
> ray emit from the camera, hit a diffuse surface, bounce to a 
> glossy/refraction surface (with low roughness), hit the light.
> so to get a better caustics you will need to increase diffuse samples.
> but on the material side, you can catch indirect caustics, but using 
> is singular ray and is glossy/refraction rays for low roughness shaders.
> to catch direct caustics, you will need first bounce to be "is diffuse 
> ray?" when your actual shader is a glossy/refraction material.
> to reduce caustic noise you will need to increase roughness of your 
> glossy/refraction shader after the diffuse ray. (this will allow to 
> catch more light paths).
> hope I didn't mess anything, if I mentioned anything wrong others may 
> correct, thanks.
> On Tue, Aug 23, 2016 at 6:20 PM, Zauber Paracelsus 
> <zauber at gridmail.org <mailto:zauber at gridmail.org>> wrote:
>     Could you clarify your meaning?
>     On 08/23/2016 12:09 PM, Mohamed Sakr wrote:
>     > I guess you can catch caustic samples using is singular ray?
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